summaryrefslogtreecommitdiffhomepage
path: root/games
diff options
context:
space:
mode:
authorRay <[email protected]>2017-05-16 00:20:17 +0200
committerGitHub <[email protected]>2017-05-16 00:20:17 +0200
commitf8a4498a242e685e528bd1ac6d84378947daff7d (patch)
treefd4e83886e52c8aca3b9c5d9586a338546f2044e /games
parent1ed3d3285f1c1f6a01e0588ec46a177c84b864f5 (diff)
parent65e6a6db53552fa241e81ae52b4258f7969b8771 (diff)
downloadraylib-f8a4498a242e685e528bd1ac6d84378947daff7d.tar.gz
raylib-f8a4498a242e685e528bd1ac6d84378947daff7d.zip
Merge pull request #286 from raysan5/develop
Integrate develop branch
Diffstat (limited to 'games')
-rw-r--r--games/Makefile (renamed from games/makefile)0
-rw-r--r--games/arkanoid.c169
-rw-r--r--games/asteroids.c95
-rw-r--r--games/drturtle/Makefile (renamed from games/drturtle/makefile)0
-rw-r--r--games/just_do/Makefile (renamed from games/just_do/makefile)0
-rw-r--r--games/light_my_ritual/Makefile (renamed from games/light_my_ritual/makefile)0
-rw-r--r--games/skully_escape/Makefile (renamed from games/skully_escape/makefile)0
7 files changed, 123 insertions, 141 deletions
diff --git a/games/makefile b/games/Makefile
index 60f38bff..60f38bff 100644
--- a/games/makefile
+++ b/games/Makefile
diff --git a/games/arkanoid.c b/games/arkanoid.c
index f10f9383..6231fb8b 100644
--- a/games/arkanoid.c
+++ b/games/arkanoid.c
@@ -77,9 +77,6 @@ static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
-// Additional module functions
-static void UpdateBall(void);
-
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@@ -165,13 +162,13 @@ void UpdateGame(void)
if (!pause)
{
- // Player movement
+ // Player movement logic
if (IsKeyDown(KEY_LEFT)) player.position.x -= 5;
if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2;
if (IsKeyDown(KEY_RIGHT)) player.position.x += 5;
if ((player.position.x + player.size.x/2) >= screenWidth) player.position.x = screenWidth - player.size.x/2;
- // Launch ball
+ // Ball launching logic
if (!ball.active)
{
if (IsKeyPressed(KEY_SPACE))
@@ -181,7 +178,81 @@ void UpdateGame(void)
}
}
- UpdateBall();
+ // Ball movement logic
+ if (ball.active)
+ {
+ ball.position.x += ball.speed.x;
+ ball.position.y += ball.speed.y;
+ }
+ else
+ {
+ ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 };
+ }
+
+ // Collision logic: ball vs walls
+ if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
+ if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
+ if ((ball.position.y + ball.radius) >= screenHeight)
+ {
+ ball.speed = (Vector2){ 0, 0 };
+ ball.active = false;
+
+ player.life--;
+ }
+
+ // Collision logic: ball vs player
+ if (CheckCollisionCircleRec(ball.position, ball.radius,
+ (Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y}))
+ {
+ if (ball.speed.y > 0)
+ {
+ ball.speed.y *= -1;
+ ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
+ }
+ }
+
+ // Collision logic: ball vs bricks
+ for (int i = 0; i < LINES_OF_BRICKS; i++)
+ {
+ for (int j = 0; j < BRICKS_PER_LINE; j++)
+ {
+ if (brick[i][j].active)
+ {
+ // Hit below
+ if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) &&
+ ((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) &&
+ ((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0))
+ {
+ brick[i][j].active = false;
+ ball.speed.y *= -1;
+ }
+ // Hit above
+ else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) &&
+ ((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) &&
+ ((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0))
+ {
+ brick[i][j].active = false;
+ ball.speed.y *= -1;
+ }
+ // Hit left
+ else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) &&
+ ((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) &&
+ ((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0))
+ {
+ brick[i][j].active = false;
+ ball.speed.x *= -1;
+ }
+ // Hit right
+ else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) &&
+ ((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) &&
+ ((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0))
+ {
+ brick[i][j].active = false;
+ ball.speed.x *= -1;
+ }
+ }
+ }
+ }
// Game over logic
if (player.life <= 0) gameOver = true;
@@ -260,90 +331,4 @@ void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
-}
-
-//--------------------------------------------------------------------------------------
-// Additional module functions
-//--------------------------------------------------------------------------------------
-static void UpdateBall()
-{
- // Update position
- if (ball.active)
- {
- ball.position.x += ball.speed.x;
- ball.position.y += ball.speed.y;
- }
- else
- {
- ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 };
- }
-
- // Bounce in x
- if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
-
- // Bounce in y
- if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
-
- // Ball reaches bottom of the screen
- if ((ball.position.y + ball.radius) >= screenHeight)
- {
- ball.speed = (Vector2){ 0, 0 };
- ball.active = false;
-
- player.life--;
- }
-
- // Collision logic: ball vs player
- if (CheckCollisionCircleRec(ball.position, ball.radius,
- (Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y}))
- {
- if (ball.speed.y > 0)
- {
- ball.speed.y *= -1;
- ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
- }
- }
-
- // Collision logic: ball vs bricks
- for (int i = 0; i < LINES_OF_BRICKS; i++)
- {
- for (int j = 0; j < BRICKS_PER_LINE; j++)
- {
- if (brick[i][j].active)
- {
- // Hit below
- if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) &&
- ((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) &&
- ((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0))
- {
- brick[i][j].active = false;
- ball.speed.y *= -1;
- }
- // Hit above
- else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) &&
- ((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) &&
- ((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0))
- {
- brick[i][j].active = false;
- ball.speed.y *= -1;
- }
- // Hit left
- else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) &&
- ((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) &&
- ((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0))
- {
- brick[i][j].active = false;
- ball.speed.x *= -1;
- }
- // Hit right
- else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) &&
- ((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) &&
- ((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0))
- {
- brick[i][j].active = false;
- ball.speed.x *= -1;
- }
- }
- }
- }
} \ No newline at end of file
diff --git a/games/asteroids.c b/games/asteroids.c
index 53ebbd8e..11063889 100644
--- a/games/asteroids.c
+++ b/games/asteroids.c
@@ -82,9 +82,9 @@ static Meteor bigMeteor[MAX_BIG_METEORS];
static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
static Meteor smallMeteor[MAX_SMALL_METEORS];
-static int countMediumMeteors;
-static int countSmallMeteors;
-static int meteorsDestroyed;
+static int midMeteorsCount;
+static int smallMeteorsCount;
+static int destroyedMeteorsCount;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
@@ -95,7 +95,6 @@ static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
-static void InitShoot(Shoot shoot);
static void DrawSpaceship(Vector2 position, float rotation, Color color);
//------------------------------------------------------------------------------------
@@ -164,7 +163,7 @@ void InitGame(void)
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
player.color = LIGHTGRAY;
- meteorsDestroyed = 0;
+ destroyedMeteorsCount = 0;
// Initialization shoot
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
@@ -237,8 +236,8 @@ void InitGame(void)
smallMeteor[i].color = BLUE;
}
- countMediumMeteors = 0;
- countSmallMeteors = 0;
+ midMeteorsCount = 0;
+ smallMeteorsCount = 0;
}
// Update game (one frame)
@@ -250,17 +249,15 @@ void UpdateGame(void)
if (!pause)
{
- // Player logic
-
- // Rotation
+ // Player logic: rotation
if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
- // Speed
+ // Player logic: speed
player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
- // Controller
+ // Player logic: acceleration
if (IsKeyDown(KEY_UP))
{
if (player.acceleration < 1) player.acceleration += 0.04f;
@@ -276,17 +273,17 @@ void UpdateGame(void)
else if (player.acceleration < 0) player.acceleration = 0;
}
- // Movement
+ // Player logic: movement
player.position.x += (player.speed.x*player.acceleration);
player.position.y -= (player.speed.y*player.acceleration);
- // Wall behaviour for player
+ // Collision logic: player vs walls
if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
- // Activation of shoot
+ // Player shoot logic
if (IsKeyPressed(KEY_SPACE))
{
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
@@ -318,7 +315,7 @@ void UpdateGame(void)
shoot[i].position.x += shoot[i].speed.x;
shoot[i].position.y -= shoot[i].speed.y;
- // Wall behaviour for shoot
+ // Collision logic: shoot vs walls
if (shoot[i].position.x > screenWidth + shoot[i].radius)
{
shoot[i].active = false;
@@ -351,7 +348,7 @@ void UpdateGame(void)
}
}
- // Collision Player to meteors
+ // Collision logic: player vs meteors
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
for (int a = 0; a < MAX_BIG_METEORS; a++)
@@ -369,16 +366,16 @@ void UpdateGame(void)
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
}
- // Meteor logic
+ // Meteors logic: big meteors
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
if (bigMeteor[i].active)
{
- // movement
+ // Movement
bigMeteor[i].position.x += bigMeteor[i].speed.x;
bigMeteor[i].position.y += bigMeteor[i].speed.y;
- // wall behaviour
+ // Collision logic: meteor vs wall
if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
@@ -386,15 +383,16 @@ void UpdateGame(void)
}
}
+ // Meteors logic: medium meteors
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
- // movement
+ // Movement
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
- // wall behaviour
+ // Collision logic: meteor vs wall
if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
@@ -402,15 +400,16 @@ void UpdateGame(void)
}
}
+ // Meteors logic: small meteors
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
- // movement
+ // Movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
- // wall behaviour
+ // Collision logic: meteor vs wall
if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
@@ -418,7 +417,7 @@ void UpdateGame(void)
}
}
- // Collision behaviour
+ // Collision logic: player-shoots vs meteors
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if ((shoot[i].active))
@@ -430,31 +429,30 @@ void UpdateGame(void)
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
bigMeteor[a].active = false;
- meteorsDestroyed++;
+ destroyedMeteorsCount++;
+
for (int j = 0; j < 2; j ++)
{
- if (countMediumMeteors%2 == 0)
+ if (midMeteorsCount%2 == 0)
{
- mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
- mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
+ mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
+ mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
- mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
- mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
+ mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
+ mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
- mediumMeteor[countMediumMeteors].active = true;
- countMediumMeteors ++;
+ mediumMeteor[midMeteorsCount].active = true;
+ midMeteorsCount ++;
}
//bigMeteor[a].position = (Vector2){-100, -100};
bigMeteor[a].color = RED;
a = MAX_BIG_METEORS;
}
}
- }
- if ((shoot[i].active))
- {
+
for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
{
if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
@@ -462,31 +460,30 @@ void UpdateGame(void)
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
mediumMeteor[b].active = false;
- meteorsDestroyed++;
+ destroyedMeteorsCount++;
+
for (int j = 0; j < 2; j ++)
{
- if (countSmallMeteors%2 == 0)
+ if (smallMeteorsCount%2 == 0)
{
- smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
- smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
+ smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
+ smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
- smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
- smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
+ smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
+ smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
- smallMeteor[countSmallMeteors].active = true;
- countSmallMeteors ++;
+ smallMeteor[smallMeteorsCount].active = true;
+ smallMeteorsCount ++;
}
//mediumMeteor[b].position = (Vector2){-100, -100};
mediumMeteor[b].color = GREEN;
b = MAX_MEDIUM_METEORS;
}
}
- }
- if ((shoot[i].active))
- {
+
for (int c = 0; c < MAX_SMALL_METEORS; c++)
{
if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
@@ -494,7 +491,7 @@ void UpdateGame(void)
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
smallMeteor[c].active = false;
- meteorsDestroyed++;
+ destroyedMeteorsCount++;
smallMeteor[c].color = YELLOW;
// smallMeteor[c].position = (Vector2){-100, -100};
c = MAX_SMALL_METEORS;
@@ -504,7 +501,7 @@ void UpdateGame(void)
}
}
- if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
+ if (destroyedMeteorsCount == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
}
else
{
diff --git a/games/drturtle/makefile b/games/drturtle/Makefile
index 89821929..89821929 100644
--- a/games/drturtle/makefile
+++ b/games/drturtle/Makefile
diff --git a/games/just_do/makefile b/games/just_do/Makefile
index 6dc096fb..6dc096fb 100644
--- a/games/just_do/makefile
+++ b/games/just_do/Makefile
diff --git a/games/light_my_ritual/makefile b/games/light_my_ritual/Makefile
index 7bede523..7bede523 100644
--- a/games/light_my_ritual/makefile
+++ b/games/light_my_ritual/Makefile
diff --git a/games/skully_escape/makefile b/games/skully_escape/Makefile
index 70f7f5a3..70f7f5a3 100644
--- a/games/skully_escape/makefile
+++ b/games/skully_escape/Makefile